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Author Topic: Manipulating skin color in world gen using advanced parameters  (Read 899 times)

youngsapien

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Manipulating skin color in world gen using advanced parameters
« on: November 21, 2016, 07:39:39 pm »

My world needs more pink-skinned races. If I'm lucky I get 1 pink-skinned civilization in a sea of brown and umber in every world generation. I've destroyed countless (large) worlds trying to recreate Tolkien's setting, but at best I get a Gygax. I'm noticing I get a higher chance of pink-skinned civilizations the farther North they originate. Positioning isn't controllable as far as I know. Need advice.
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Halnoth

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #1 on: November 23, 2016, 04:05:44 pm »

Are you sure you actually get more pink skinned races the further north you go? That would be neat if Toady modelled that but I really don't think he has.

In any event, you can more easily do this by modding the races and excluding skin tones that you don't want in your setting. The biggest problem for a Tolkien setting might be Humans since you had Harad which were black or at least dark. It might be difficult to force Haradians to spawn in the south. Pretty much every other race and ethnicity was light skinned. If I were doing this then I would create a seperate race and civ for Harad and cause them to spawn in the desert.
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Killgoth

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #2 on: November 23, 2016, 07:57:52 pm »

Racist.
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ANickel

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #3 on: November 23, 2016, 08:22:36 pm »

Racist.
He's trying to re-create a LoTR-like world.  That isn't racist.
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Thisfox

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #4 on: November 23, 2016, 08:56:22 pm »

Um... Other than the hobbits (which I don't think have an equivalent in-game race anyhow) people were darker skinned than you seem to think. Hobbits were described as pink-faced occasionally. I always think of Cornishmen, pale and hale and hearty and quick to burn in sunlight, but none of them really complain about sunburn, so perhaps they were darker than we think. It's all relative.

For example, long yellow movie-wigs aside, the elves that lived in the forest-where-everything-is-black (mirkwood) were not blonde, although I think Glorfindel might have been (not that he was from Mirkwood).... And the humans, I seem to remember, thought Mirkwood elves pale compared to their own (evidently darker) skin. While since I've read Hobbit though, and it's obvious that the movies are not a good source, however pretty they happen to be.

It does seem oddly racist to want a pink-skinned LoTR setting. But each to their own. 
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youngsapien

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #5 on: November 23, 2016, 09:21:02 pm »

Are you sure you actually get more pink skinned races the further north you go? That would be neat if Toady modelled that but I really don't think he has.

In any event, you can more easily do this by modding the races and excluding skin tones that you don't want in your setting. The biggest problem for a Tolkien setting might be Humans since you had Harad which were black or at least dark. It might be difficult to force Haradians to spawn in the south. Pretty much every other race and ethnicity was light skinned. If I were doing this then I would create a seperate race and civ for Harad and cause them to spawn in the desert.


That wasn't a feature? I haven't played DF since 2012 so some of the updates are readily apparent. I'm pretty convinced but I'm sure you know more about it than me.

Thanks for the tips. Looks like modding is the only way to go for such a controlled world generation.

Racist.

Darn. You caught me.

He's trying to re-create a LoTR-like world.  That isn't racist.

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Um... Other than the hobbits (which I don't think have an equivalent in-game race anyhow) people were darker skinned than you seem to think. Hobbits were described as pink-faced occasionally. I always think of Cornishmen, pale and hale and hearty and quick to burn in sunlight, but none of them really complain about sunburn, so perhaps they were darker than we think. It's all relative.

For example, long yellow movie-wigs aside, the elves that lived in the forest-where-everything-is-black (mirkwood) were not blonde, although I think Glorfindel might have been (not that he was from Mirkwood).... And the humans, I seem to remember, thought Mirkwood elves pale compared to their own (evidently darker) skin. While since I've read Hobbit though, and it's obvious that the movies are not a good source, however pretty they happen to be.

It does seem oddly racist to want a pink-skinned LoTR setting. But each to their own.

I must admit the John Howe-influenced LoTR films made a lasting impression on me as a kid.
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Fleeting Frames

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Re: Manipulating skin color in world gen using advanced parameters
« Reply #6 on: November 26, 2016, 04:22:45 pm »

Positioning isn't controllable as far as I know. Need advice.
It is. You need world painter for that. Simple tutorial.

Couple of things make use of that for more "natural" worlds, such as Perfect World DF and exportmap.lua/tweakmap.lua, if you wish.